11.24 Vivimancy

Manipulate life energy to aid allies or harm foes.

11.24.1 Cantrips

Ablate Vital Wound

Usage time: Standard action.

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Choose a living ally you touch. If the target has a vital wound with a vital roll of 0, it treats that vital roll as a 1, preventing it from dying (see Vital Wounds).

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Rank 2: The target can be any ally within Short (30 ft.) range.

Rank 4: The minimum vital roll you can mitigate decreases to -1.

Rank 6: The minimum vital roll you can mitigate decreases to -2.

Minor Life Infusion

Usage time: Standard action.

Swift

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You regain two hit points. This healing cannot increase your hit points above half your maximum hit points.

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Rank 3: The healing increases to four hit points.

Rank 5: The healing increases to eight hit points.

Rank 7: The healing increases to sixteen hit points.

11.24.2 Spells

Healer’s Intuition

Rank 1

Usage time: Standard action.

Attune

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If you have Medicine as a trained skill, you gain a +3 enhancement bonus to it. Otherwise, you are treated as being trained in that skill.

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Rank 3: The bonus increases to +4.

Rank 5: The bonus increases to +5.

Rank 7: The bonus increases to +6.

Inflict Wound

Rank 1

Usage time: Standard action.

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Make an attack vs. Fortitude against one living creature within Short (30 ft.) range.

Hit: 1d6 damage +1 per 2 power. If the target loses hit points from this damage, it takes the damage again.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Lifegift

Rank 1

Usage time: Standard action.

Attune

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You gain a +4 enhancement bonus to your maximum hit points. In addition, you immediately gain that many hit points. When this ability ends, you lose hit points equal to the number of hit points you gained this way.

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Rank 3: The bonus increases to +8.

Rank 5: The bonus increases to +16.

Rank 7: The bonus increases to +32.

Lifesense

Rank 1

Usage time: Standard action.

Attune

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You gain lifesense with a 60 foot range, allowing you to sense the location of living creatures without light (see Lifesense).

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Rank 3: The range increases to 90 feet.

Rank 5: The range increases to 120 feet.

Rank 7: The range increases to 150 feet.

Lifesteal Grasp

Rank 1

Usage time: Standard action.

Cost: One optional fatigue level (see text).

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You must have a free hand to cast this spell.

Make an attack vs. Reflex and Fortitude against a living creature you touch.

Hit: 1d8 damage +1 per power. If the target loses hit points, you can increase your fatigue level by one. When you do, you regain 1d6 hit points +1 per 2 power at the end of the round. This healing does not have the Swift tag, so it applies after attacks during the current phase.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Lifetap

Rank 1

Usage time: Standard action.

Attune

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You must be alive to cast this spell.

Whenever you cast a damaging spell that does not have the Sustain or Attune tags, you can choose to enhance it. If you do, the spell deals 1d6 energy extra damage when it deals damage for the first time. In addition, the spell can target objects and nonliving creatures as if they were living creatures. However, you also lose 2 hit points. Alternately, you can increase this hit point loss to be equal to your maximum hit points. If you do, you gain a +5 accuracy bonus with the attack.

After you enhance a spell in this way, this effect ends.

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Rank 3: The extra damage increases to 1d10, and the hit point loss increases to 4.

Rank 5: The extra damage increases to 2d10, and the hit point loss increases to 8.

Rank 7: The extra damage increases to 4d10, and the hit point loss increases to 16.

Lifetap Ward

Rank 1

Usage time: Standard action.

Attune

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You gain a +8 enhancement bonus to your damage resistance. However, you take a -4 penalty to your hit points.

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Rank 3: The bonus increases to +16, but the penalty increases to -8.

Rank 5: The bonus increases to +32, but the penalty increases to -16.

Rank 7: The bonus increases to +64, but the penalty increases to -32.

Restoration

Rank 1

Usage time: Standard action.

Swift

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 1d8 hit points +1 per power.

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The healing increases by +2 for each rank beyond 1.

Retributive Lifebond

Rank 1

Usage time: Standard action.

Attune (deep)

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Whenever an enemy within a Medium (30 ft.) radius emanation from you causes you to lose hit points, make a reactive attack vs. Fortitude against it.

Hit: 1d10 damage.

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The damage increases by +1 for each rank beyond 1.

Corpse Explosion

Rank 2

Usage time: Standard action.

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Choose one Small or larger corpse within Medium (60 ft.) range. Make an attack vs. Reflex against everything within a Small (15 ft.) radius from the corpse. The corpse is also destroyed.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

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You violently discharge the latent magical potential within a corpse, causing it to explode.

Lifesteal

Rank 2

Usage time: Standard action.

Cost: One optional fatigue level (see text).

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: 1d6 damage +1 per 2 power. If the target loses hit points from this damage, you can increase your fatigue level by one. When you do, you regain 1d8 hit points +1 per 2 power at the end of the round. This healing does not have the Swift tag, so it applies after attacks during the current phase.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Lifetap Slash

Rank 2

Usage time: Standard action.

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You must be alive to cast this spell.

Make an attack vs. Armor against anything within Medium (60 ft.) range. Whether the attack hits or misses, you lose hit points equal to half your power. Alternately, you can choose to gain a vital wound instead. If you do, you gain a +5 accuracy bonus with the attack.

Hit: 1d8 damage +1 per power.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Wall of Death

Rank 2

Usage time: Standard action.

Barrier, Sustain (attuneable, minor)

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You create a Medium (30 ft. long) wall of death within Medium (60 ft.) range. Whenever a living creature passes through the wall, you make a reactive attack vs. Fortitude against it. In addition, when you cast this spell and during each of your subsequent actions, make an attack vs. Fortitude against any creature currently sharing space with it. Generally, this is only possible for Large or larger creatures. You can only attack a given target with this spell once per phase.

After using this ability, you briefly cannot use it or any other Barrier ability.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Wellspring of Life

Rank 2

Usage time: Standard action.

Attune

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Whenever you regain hit points, you regain the maximum possible number instead of rolling.

Withering

Rank 2

Usage time: Standard action.

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Make an attack vs. Fortitude with a +3 accuracy bonus against one creature within Medium (60 ft.) range.

Hit: As a condition, the target’s body withers. It takes a -2 penalty to its Fortitude defense, and it cannot regain hit points or damage resistance. Whenever it loses hit points, this penalty increases by 2. This stacks up to a maximum total penalty of -10.

Critical hit: The condition must be removed an additional time before the effect ends.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Lifesight

Rank 3

Usage time: Standard action.

Attune

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You gain lifesight with a 30 foot range, allowing you to see living creatures without light (see Lifesight).

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Rank 5: The range increases to 60 feet.

Rank 7: The range increases to 90 feet.

Lifetap Blast

Rank 3

Usage time: Standard action.

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You must be alive to cast this spell.

Make an attack vs. Reflex against everything within a Medium (30 ft.) cone from you. Whether the attack hits or misses, you lose hit points equal to half your power. Alternately, you can increase this hit point loss to be equal to your maximum hit points. If you do, you gain a +5 accuracy bonus with the attack.

Hit: 1d8 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Mass Lifegift

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the lifegift spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The bonus increases to +8.

Rank 7: The bonus increases to +16.

Mass Lifesense

Rank 3

Usage time: Standard action.

Attune (target)

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This spell functions like the lifesense spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 5: The range increases to 90 feet.

Rank 7: The range increases to 120 feet.

Circle of Death

Rank 4

Usage time: Standard action.

Sustain (minor)

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You create a zone of death in a Small (15 ft.) radius zone within Short (30 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Fortitude against all living creatures in the area.

Hit: 1d6 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Circle of Life

Rank 4

Usage time: Standard action.

Sustain (standard), Swift

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You create a zone of life energy in a Small (15 ft.) radius around your location. When you cast this spell, and during each of your subsequent actions, each living creature in the area regains 1d10 hit points plus 1d6 per 3 power. This cannot increase a target’s hit points above half its maximum hit points.

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The healing increases by 1d6 for each rank beyond 4.

Empowered Restoration

Rank 4

Usage time: Standard action.

Swift

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 2d8 hit points plus 1d8 per 3 power.

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The healing increases by 1d8 for each rank beyond 4.

Mass Wellspring of Life

Rank 4

Usage time: Standard action.

Attune (target)

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This spell functions like the wellspring of life spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Massive Retributive Lifebond

Rank 4

Usage time: Standard action.

Attune (deep)

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Whenever an enemy within a Huge (90 ft.) radius emanation from you causes you to lose hit points, make reactive attack vs. Fortitude against it.

Hit: 2d10 damage.

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The damage increases by 1d6 for each rank beyond 4.

Mighty Lifesteal Grasp

Rank 4

Usage time: Standard action.

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This spell functions like the lifesteal grasp spell, except that the damage increases to 1d8 damage plus 1d8 per 2 power, and the healing increases to 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Vital Endurance

Rank 4

Usage time: Standard action.

Attune

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Whenever you gain a vital wound, you may choose to ignore its vital wound effect (see Vital Wounds). You are still considered to have the vital wound, and it still provides the normal -2 penalty to future vital rolls.

You can only ignore the effects of one of your vital wounds in this way. If you gain a new vital wound, you can choose to either ignore the new vital wound effect or continue ignoring the old vital wound effect. You can make this choice after learning the vital roll for the new vital wound.

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Rank 6: You can ignore two vital wound effects.

Cure Vital Wound

Rank 5

Usage time: Standard action.

Cost: Three fatigue levels from the target.

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Choose yourself or a living ally within Medium (60 ft.) range. The target removes one vital wound.

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Rank 7: The target can remove two vital wounds. If it does, the cost increases to six fatigue levels from the target.

Mass Lifesight

Rank 5

Usage time: Standard action.

Attune (target)

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This spell functions like the lifesight spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

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Rank 7: The range increases to 60 feet.

Mighty Inflict Wound

Rank 5

Usage time: Standard action.

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This spell functions like the inflict wound spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mighty Lifetap Slash

Rank 5

Usage time: Standard action.

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You must be alive to cast this spell.

Make an attack vs. Armor against anything within Medium (60 ft.) range. Whether the attack hits or misses, you lose hit points equal to your power. Alternately, you can increase this hit point loss to be equal to your maximum hit points. If you do, you gain a +5 accuracy bonus with the attack.

Hit: 1d8 damage plus 1d8 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mass Vital Endurance

Rank 6

Usage time: Standard action.

Attune (target)

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This spell functions like the vital endurance spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Massive Wall of Death

Rank 6

Usage time: Standard action.

Barrier, Sustain (attuneable, minor)

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This spell functions like the wall of death spell, except that the damage increases to 1d6 per 2 power. In addition, the area increases to a Large (60 ft. long) wall, and the range increases to Long (90 ft.) range.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Mighty Corpse Explosion

Rank 6

Usage time: Standard action.

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This spell functions like the corpse explosion spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 6.

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You violently discharge the latent magical potential within a corpse, causing it to explode in a shower of guts and gore.

Mighty Lifesteal

Rank 6

Usage time: Standard action.

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This spell functions like the lifesteal spell, except that the damage increases to 1d6 damage plus 1d6 per 2 power, and the healing increases to 1d8 plus 1d8 per 2 power.

Mighty Lifetap Blast

Rank 6

Usage time: Standard action.

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You must be alive to cast this spell.

Make an attack vs. Reflex against everything within a Large (60 ft.) cone from you. Whether the attack hits or misses, you lose hit points equal to your power. Alternately, you can increase this hit point loss to be equal to your maximum hit points. If you do, you gain a +5 accuracy bonus with the attack.

Hit: 1d8 damage plus 1d8 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 6.

Avasculate

Rank 7

Usage time: Standard action.

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Make an attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, it takes damage equal to half its maximum hit points. The damage dealt this way cannot exceed your own maximum hit points.

Massive Circle of Death

Rank 7

Usage time: Standard action.

Sustain (minor)

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You create a zone of death in a Large (60 ft.) radius zone within Medium (60 ft.) range. When you cast this spell, and during each of your subsequent actions, make an attack vs. Fortitude against all living creatures in the area.

Hit: 1d6 damage plus 1d6 per 2 power.

Miss: Half damage.

Mighty Retributive Lifebond

Rank 7

Usage time: Standard action.

Attune (deep)

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Whenever an enemy within a Medium (30 ft.) radius emanation from you causes you to lose hit points, make a reactive attack vs. Fortitude against it.

Hit: 7d8 damage.

Total Restoration

Rank 7

Usage time: Standard action.

Swift

Cost: One fatigue level from the target.

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Choose yourself or a living ally within Short (30 ft.) range. The target regains 1d10 hit points plus 1d10 per power.

11.24.3 Rituals

Remove Disease

Rank 2

Casting time: One hour.

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All diseases affecting yourself or one ally within Medium (60 ft.) range are removed.

This ritual requires one fatigue level from its participants.

Animate Dead

Rank 3

Casting time: One hour.

Attune (deep)

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Choose up to four corpses within Short (30 ft.) range. The combined levels of all targets cannot exceed your level. Each target becomes an undead creature that obeys your mental commands.

You choose whether to create a skeleton or a zombie from each corpse. Creating a zombie require a mostly intact corpse, including most of the flesh. Creating a skeleton only requires a mostly intact skeleton. If a skeleton is made from an intact corpse, the flesh quickly falls off the animated bones.

As a minor action, you can mentally command your undead. The command must be no more than 10 words, and overly complex commands may cause strange and unintended behavior. It affects any undead you created with this ability that are within Distant (120 ft.) range of you. Undead will obey their most recent command indefinitely.

This ritual requires one fatigue level from its participants and the consumption of diamond dust with the equivalent value of a rank 3 item (1,000 gp).

Corpse Communion

Rank 3

Casting time: One hour.

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You ask a corpse a single yes or no question. In its afterlife, the soul that inhabited the corpse becomes aware of your question and can answer yes or no as it chooses. It receives no magical insight into your identity, but it hears your question in your words. The corpse answers yes or no if the soul wishes to, but no other communication is possible. This requires a corpse with an intact mouth or other speaking apparatus.

This ritual requires one fatigue level from its participants.

Purge Curse

Rank 3

Casting time: 24 hours.

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All curses affecting yourself or one ally within Medium (60 ft.) range are removed. This ritual cannot remove a curse that is part of the effect of an item the target has equipped. However, it can allow the target to remove any cursed items it has equipped.

This ritual requires 18 fatigue levels from its participants.

Restore Senses

Rank 3

Casting time: One hour.

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Choose yourself or one ally within Medium (60 ft.) range. One of the target’s physical senses, such as sight or hearing, is restored to full capacity. This can heal both magical and mundane effects, but it cannot completely replace missing body parts required for a sense to function (such as missing eyes).

This ritual requires one fatigue level from its participants.

True Regeneration

Rank 3

Casting time: 24 hours.

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Choose yourself or one ally within Medium (60 ft.) range. All of the target’s vital wounds are healed. In addition, any of the target’s severed body parts or missing organs grow back by the end of the next round.

This ritual requires 18 fatigue levels from its participants.

Reincarnation

Rank 4

Casting time: 24 hours.

Creation

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Choose one Diminutive or larger piece of a humanoid corpse. It must have been part of the original creature’s body at the time of death. The creature the corpse belongs to is resurrected. A new healthy body is created for it, so the corpse does not need to be fully intact.

A reincarnated creature is identical to the original creature in all respects, except for its species. The creature’s species is replaced with a random species from Table 11.1: Humanoid Reincarnations. Its appearance changes as necessary to match its new species, though it retains the general shape and distinguishing features of its original appearance. The creature loses all attribute modifiers and abilities from its old species, and gains those of its new species. However, its languages are unchanged.

This ritual can only be learned through the nature magic source.

This ritual requires 32 fatigue levels from its participants and the consumption of diamond dust with the equivalent value of a rank 4 item (5,000 gp).

Table 11.1:Humanoid Reincarnations
d%

Incarnation

01–13

Dwarf

14–26

Elf

27–40

Gnome

41–52

Half-elf

53–62

Half-orc

63–74

Halfling

75–100

Human

Resurrection

Rank 4

Casting time: 24 hours.

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Choose one corpse within Short (30 ft.) range. The corpse is resurrected (see Resurrection).

This ritual requires 32 fatigue levels from its participants and the consumption of diamond dust with the equivalent value of a rank 4 item (5,000 gp).

Fated Reincarnation

Rank 6

Casting time: 24 hours.

Creation

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This ritual functions like the reincarnation ritual, except that the target is reincarnated as its original species instead of as a random species.

This ritual requires 72 fatigue levels from its participants.

Greater Corpse Communion

Rank 6

Casting time: One hour.

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This ritual functions like the corpse communion ritual, except that the corpse can answer with a single full sentence, rather than only with "yes" or "no". In addition, the ritual only requires a piece of the corpse, not an intact mouth. If no mouth is present, the soul’s answer is heard regardless.

This ritual requires one fatigue level from its participants.

Greater Resurrection

Rank 6

Casting time: 24 hours.

Creation

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Choose a dead creature. You must explicitly and unambiguously specify the identity of the creature being resurrected. That creature is resurrected (see Resurrection). A new healthy body is created for it, so you do not need an intact corpse.

This ritual requires 72 fatigue levels from its participants and the consumption of diamond dust with the equivalent value of a rank 6 item (125,000 gp).

Soul Bind

Rank 6

Casting time: One hour.

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Choose a nonmagical gem you hold that is at least rank 5 (25,000 gp). In addition, choose one intact corpse within Short (30 ft.) range. A fragment of the soul of the creature that the target corpse belongs to is magically imprisoned in the chosen gem. This does not remove the creature from its intended afterlife. However, it prevents the creature from being resurrected, and prevents the corpse from being used to create undead creatures, as long as the gem is intact. A creature holding the gem may still resurrect or reanimate the creature. If the gem is shattered, the fragment of the creature’s soul returns to its body.

This ritual requires one fatigue level from its participants.